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Main - ROM Hacking Related Releases - Bunch of releases New thread | New reply


wiiqwertyuiop
Posted on 05-04-12 06:18 PM (rev. 2 of 05-04-12 06:19 PM) Link | Quote | ID: 150792


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The first one i'll show is the one I want to be the main focus of the thread: Link.


Yep thats right, a complete dissasembly of ALTTP. It took me over three months to complete and I have been done with it for about two month. It hasn't been commented on a whole lot yet but I plan to do more and hopefully I can get some people to help as well.




Next I have this. This is a status bar editor made by Vitor Vilela so I really would like to give most credit to him (all I did was give him addresses that needed to be changed). Here are some screen shots:




(I hope that first one isn't too big...)




For my third item I have this. It is a custom sprite inserter I made by myself, and I must say I am quite proud of it (considering its the first helpful tool I made). There is a tutorial I made here on how to use the sprites, as well as making them, if you are interested in using it.



Video.




Last I have this. Basically this is a patch which enables a code to run every frame in a level, and a per level basis. It also has the ability to make a code run once during level fade-in.

And thats about it. I also have a forum here if you are interested (you can also find a few other things I made there). Hopefully more people will start hacking the game, I know some people say the editor is a little hard, but I have been working with MathOnNapkins a bit lately with his new edit called BlackMagic, hopefully a replacement for HyruleMagic.

If you are interested in helping with the dissasembly, even if it is just a small routine, or just want to talk to me about something feel free to join #zeldconst on EsperNet, a chat room zeldconst made. Thats it, enjoy!

Spane
Posted on 05-04-12 07:43 PM Link | Quote | ID: 150793


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That's fucking amazing! Thank you a lot! (-:

SePH
Posted on 05-06-12 10:45 PM Link | Quote | ID: 150834


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My birthday is only in august.... those gotta be the best presents I got in advance! These tools will be great additions to Hyrule and Black Magic.

I've tried the ''hud'' editor (bottle).. and created this in minutes! It's easy to use aswell.



I've got a question through. Do you know if the author plans to update it? Since some tiles seems to be hardcoded (the hearts, numbers and the magic bar).



Otherwise good job to both of you! Zelda 3 needs more dedicated hackers everyday!

Can't wait to tinker with custom sprites either!

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wiiqwertyuiop
Posted on 05-07-12 02:28 AM Link | Quote | ID: 150837


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Posted by SePH
My birthday is only in august.... those gotta be the best presents I got in advance! These tools will be great additions to Hyrule and Black Magic.

I've tried the ''hud'' editor (bottle).. and created this in minutes! It's easy to use aswell.



I've got a question through. Do you know if the author plans to update it? Since some tiles seems to be hardcoded (the hearts, numbers and the magic bar).



Otherwise good job to both of you! Zelda 3 needs more dedicated hackers everyday!

Can't wait to tinker with custom sprites either!


Yeah I asked about this, but he said maybe on the next release. Though if you want I have the addresses of things to change if you want them.

____________________


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Into Zelda (3) hacking or want to get into it? Join my forum! Link.

XaserLE
Posted on 05-09-12 02:55 PM Link | Quote | ID: 150859


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Hi,

this Overlord-Tool is really great, thank you. And this disassembly....oh my god :-D.
Ok, i have a question that euclid struggled with too. I am trying to make rain. Ok, there is no problem to set the variable for the beginning mode of the game. Sure, there is rain, but also the soldiers around preventing me from going to whereever i want. Not to mention what happen in later states of the game. In your disassembly i found the commands for the evil swamp. All jumps that lead to the RTL i back so they jump to the next piece of code for the rain. This way the game MUST execute these few lines. But the problem is, there is only the "rumbling noise" for the swamp, no rain sound and no overlay. I think that this piece of code is there for make the sound and moving the overlay but not for loading the overlay there. Any idea how to do this?
(sorry, i have more knowledge of c and c++ than assembly)

XaserLE
Posted on 05-10-12 09:37 PM Link | Quote | ID: 150876


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Ok i have the damn rain working on the overworld :-D. I will try to put this in a patch that is modifiable but this will need some time cause it is in a very early state.

SePH
Posted on 05-28-12 11:59 PM Link | Quote | ID: 151078


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Posted by wiiqwertyuiop
Yeah I asked about this, but he said maybe on the next release. Though if you want I have the addresses of things to change if you want them.
Well that could be useful in case I decide to make another zelda 3 hack.. say when I'll hit the eighties... assuming I'll eventually lose contact with Euclid and all the other ASM genius I've encountered so far!

But still it could be helpful to other zelda 3 hackers who intent on making their hacks stand out with their very own identities!

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XaserLE
Posted on 05-29-12 11:57 PM (rev. 2 of 05-30-12 10:29 AM) Link | Quote | ID: 151098


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By the way, SePH, it was really confusing to find the hex values for overlays in the old gates of darkness rom and it took some time to figure out, that you simply deleted those lines :-D to make the overlays disappear.
Is there any interest in a complete patch to make every overlay working on every area and use the fade-outs on every area? And of course the animation code for the rain (with/without flashlights) and the flashlights from the dark world mountain?

SePH
Posted on 06-01-12 12:52 AM Link | Quote | ID: 151147


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About the overlays for Gates of Darkness, I'm pretty sure it's more Euclid's doing then me! If I do recall correctly he helped me alot with that hack before I decided to overhaul his own hack... Tower of The Triforce!!

About that overlay patch.. it would really be useful! In fact I totally forgot LTTP overworlds had overlays ! I have yet to add any in my overworld, go figure .

The fade-outs on every area can be helpful too. Setting two completely different gfx sets between two areas without glitches is an improvement.

The code for setting the rain and the death mountain red flashes could be helpful too. Especially if one decides to modify the graphics of those and change them to brand new effects (eg. snow like in pw) and add them in specific areas only!

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XaserLE
Posted on 06-02-12 08:14 AM Link | Quote | ID: 151176


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Ok, here it is. I needed to move the code to expanded space. I use bank 0x3F (the laste bank befor 2 MB's are reached).
--------------------------


;this is for getting the overlays work in certain areas, i use bank 0x3F for the whole code
;WRITTEN: by XaserLE
;THANKS TO: -MathOnNapkins
; -an unknown author of a rain activation code that helped a little
;TODO:
; -missing: silent rain sound in dungeons. for that we need to save a rain indicator in free ram and hook into the dungeon load routine
; -rain doesn't work with overworld warping (teleporter/mirror)

;header
lorom

;THIS IS FOR KEEPING AN OVERLAY APPEARED WHEN GOING FROM ONE AREA TO ANOTHER WITHOUT THE BLANK OUT
ORG $02AC18 ; go to the code that makes sure the overlay keeps appeared in transition from overworld area to overworld area
BRA $00 ; overwrites an "BCS $03" that won't keep the overlay appeared if we are not in the beginning mode
; only at the beginning an overlay keeps appeared when going from on area to another without a blank out

;THIS IS THE OVERLAY-CODE
; IMPORTANT: If the overlay is drawn correctly depends on the GFX# in this area (look at hyrule magic).
; Rain seems to work various GFX#'s, but clouds for example on 33, 47 and maybe more.

ORG $02AFA3 ; go to beginning of the overlay code (command 293F00)

JSL $3F9180 ; overwrite this with a long jump to expanded space
BRA $62 ; after long jump we return and branch after the piece of code that loads the rain overlay (command A29F00)

ORG $3F9180 ; go to expanded space

LDA $7EF3C5 ; load game state
AND #$00FF ;
CMP #$0002 ; test for beginning
BCS $04 ; if not beginning, jump to next test
LDX #$009F ;
RTL ;

LDA $8A ; load actual area

;light world forest in original game, so test for master-sword-pulled is needed
CMP #$0000 ;
BNE $11 ;
LDA $7EF280,x ; test if mastersword already pulled
AND #$0040 ;
BEQ $04 ; if not pulled, don't load the master-sword-pulled-overlay
LDX #$009E ;
RTL
LDX #$009D ;
RTL ;

LDA $8A ; load actual area again

;for paste©
;CMP #$0003 ;
;BNE $04 ;
;LDX #$0095 ;
;RTL ;

CMP #$0003 ;
BNE $04 ;
LDX #$0095 ;
RTL ;

CMP #$0005 ;
BNE $04 ;
LDX #$0095 ;
RTL ;

CMP #$0007 ;
BNE $04 ;
LDX #$0095 ;
RTL ;

CMP #$0040 ;
BNE $04 ;
LDX #$009D ;
RTL ;

CMP #$0043 ;
BNE $04 ;
LDX #$009C ;
RTL ;

CMP #$0045 ;
BNE $04 ;
LDX #$009C ;
RTL ;

CMP #$0047 ;
BNE $04 ;
LDX #$009C ;
RTL ;

;dark world evil swamp, so test for evil-swamp-dungeon-is-opened is needed
CMP #$0070 ;
BNE $0D ;
LDA $7EF2F0 ; test if evil swamp dungeon already opened
AND #$0020 ;
BNE $03 ; if yes, don't load the rain overlay
LDX #$009F ;
RTL ;

LDA $8A ; load actual area again

CMP #$005B ;
BNE $04 ;
LDX #$0096 ;
RTL ;

;no match
RTL ;

;Between the above and the next code there should be enough space to test every area or to test for self-defined events
;in some areas. If you still need more, you need to move it more forward.

;THIS IS THE BLANK-OUT-CODE

ORG $02AADB ; go to beginning of the overlay code (command 293F)

JSL $3F9700 ; overwrite this with a long jump to expanded space
CMP #$01 ; in the new routine i will set the accumulator to 0x01 to indicate that we used the blank out, otherwise 0x00
BEQ $02 ; so if we want to use the blank out, branch to this routine in the original code
BRA $0F ; we don't want to use the blank out, jump to the routine after the RTS in the original code

ORG $3F9700 ; go to expanded space
; IMPORTANT: accumulator holds the area that we come from, NOT the actual, the game did this
; if want a blank out in an area, you need this when going in AND out

;test where we COME FROM

;for paste©
;CMP #$40 ;
;BNE $03 ;
;LDA #$01 ;
;RTL

CMP #$00 ; test if we come from this area
BNE $03 ; if not, jump to next area
LDA #$01 ; set blank out indicator
RTL

CMP #$40 ;
BNE $03 ;
LDA #$01 ;
RTL

;test where we GO TO
LDA $8A ; load ACTUAL area

;for paste©
;CMP #$40 ;
;BNE $03 ;
;LDA #$01 ;
;RTL

CMP #$00 ; test if we go in this area
BNE $03 ; if not, jump to next area
LDA #$01 ; set blank out indicator
RTL

CMP #$40 ;
BNE $03 ;
LDA #$01 ;
RTL

;no match
LDA #$00 ; unset blank out indicator
RTL

;Between the above and the next code there should be enough space to test every area or to test for self-defined events
;in some areas. If you still need more, you need to move it more forward.

;THIS IS THE RAIN-ANIMATION-CODE

;-----------------------------------------------------------------------------------------------------------
;first of all a little helper: if you don't want this flash lights during the rain, uncomment the next lines
;ORG $02A4E7
;BEQ $14
;ORG $02A4F7
;BEQ $04
;ORG $02A506
;BRA $02
;if want to set back to normal, here is the original code, uncomment it and out-comment the modified above
;ORG $02A4E7
;BEQ $1D
;ORG $02A4F7
;BEQ $0D
;ORG $02A506
;LDA #$32
;-----------------------------------------------------------------------------------------------------------

ORG $02A4CD ; go to beginning of the rain animation code (command A58A)

JSL $3F9C00 ; overwrite this with a long jump to expanded space
CMP #$01 ; in the new routine i will set the accumulator to 0x01 to indicate that we used the rain animation, otherwise 0x00
BEQ $0E ; so if we want to use the rain animation, branch to this routine in the original code
BRA $55 ; we don't want to use the rain animation, jump to the RTL in the original code

ORG $3F9C00 ; go to expanded space

LDA $7EF3C5 ; load game state
CMP #$02 ; test for beginning
BCS $03 ; if not beginning, jump to next test
LDA #$01 ; set rain animation indicator
RTL

LDA $8A ; load ACTUAL area

;for paste©
;CMP #$00 ; test if we are in this area
;BNE $03 ; if not, jump to next area
;LDA #$01 ; set rain animation indicator
;RTL

;dark world evil swamp, so test for evil-swamp-dungeon-is-opened is needed
CMP #$70
BNE $0E
LDA $7EF2F0 ; test if evil swamp dungeon already opened
AND #$20 ; if yes, don't animate the rain
BNE $03
LDA #$01 ; set rain animation indicator
RTL
LDA #$00 ; unset rain animation indicator
RTL

LDA $8A ; load ACTUAL area again

;no match
LDA #$00 ; unset rain animation indicator
RTL

;Between the above and the next code there should be enough space to test every area or to test for self-defined events
;in some areas. If you still need more, you need to move it more forward.

;THIS IS THE MOUNTAIN-FLASHLIGHTS-CODE

ORG $0EF587 ; go to beginning of the flashlights code (command A58A)

JSL $3FA100 ; overwrite this with a long jump to expanded space
CMP #$01 ; in the new routine i will set the accumulator to 0x01 to indicate that we used the flashlights, otherwise 0x00
BEQ $06 ; so if we want to use the flashlights, branch to this routine in the original code
BRA $02 ; we don't want to use the flashlights, jump to the branch to the RTL in the original code

ORG $3FA100 ; go to expanded space

LDA $8A ; load ACTUAL area

;for paste©
;CMP #$45 ;
;BNE $03 ;
;LDA #$01 ;
;RTL

CMP #$43 ; test if we are in this area
BNE $03 ; if not, jump to next area
LDA #$01 ; set flashlights indicator
RTL

CMP #$45 ;
BNE $03 ;
LDA #$01 ;
RTL

CMP #$47 ;
BNE $03 ;
LDA #$01 ;
RTL

;no match
LDA #$00 ; unset flashlights indicator
RTL

SePH
Posted on 06-06-12 05:15 AM (rev. 2 of 06-06-12 05:22 AM) Link | Quote | ID: 151254


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Many thanks for all this! I've saved the info for later use or in case I decide to update my zelda 3 rom hacking pdf faq I released a while back!

Spane send me this valuable and much needed information by e-mail but I thought it might be useful to everyone else wanting to making their dungeons stand out more!

Posted by "Spane"
Hi
I've figured out a way to change the dungeon block types via hex. It's really easy.
As an example. Go in a dungeon and in the dungeon piece editor. Look at the first line of tiles and note the block types.
01 01 01 00 02 01 02 00 01 01 02 02 02 02 02 02
Now open you rom in a hex editor. I prefer Hex-Editor MX.
And now search for the 16 variables. The editor find the variables by 71859.
And now chance as an example the first 01 to 00.
Save the rom and go again to the dungeon piece editor. You have changed successfully the block type.
For the rest of the block type, it will work in the same way.
I hope I've helped you. More freedom in editing dungeon we come.

Greetings Spane


Now time to go try out all these 231 block types individually!

Block types 0/231: ...needless to say, lots of duplicates

00 > Can walk over or under it (Depending on the setting "In front" which is on or off).
01 > Solid (01 or 02 can't remember, one of them the arrows can go through, the other they can't)
02 > Solid (01 or 02 can't remember, one of them the arrows can go through, the other they can't)
03 > Solid (Unknown properties)
04 > Walking in grass
05 > Same as 00
06 > Same as 00
07 > Same as 00
08 > Deep water
09 > Light water (which you can walk on)
10 > Same as 00
11 > Same as 00
12 > Same as 00
13 > Hurts as you walk on it
14 > Slippery floor SLOWWW.. (shiny ice)
15 > Slippery floor FASTERRR.. (non-shiny ice)
16 > Diagonal Edge
17 > Diagonal Edge
18 > Diagonal Edge
19 > Diagonal Edge
20 > Same as 00
21 > Same as 00
22 > Same as 00
23 > Same as 00
24 > Diagonal Edge
25 > Diagonal Edge
26 > Diagonal Edge
27 > Diagonal Edge
28 > Same as 00
29 > Stairs (Link walk slower on these)
30 > Same as 29
31 > Same as 29
32 > Hole (Need a hole (an item otherwise) to work or you’ll fall in Chris Houlihan Room)
33 > Same as 00
34 > Same as 29
35 > Same as 00
36 > Same as 00
37 > Same as 00
38 > Solid (Unknown properties)
39 > Solid (You can hook with hookshot)
40 > Fall from a cliff (Down or Above)
41 > Fall from a cliff (Down or Above)
42 > Fall from a cliff (Left side)
43 > Fall from a cliff (Right Side)
44 > Fall from a cliff (Diagonally)
45 > Fall from a cliff (Diagonally)
46 > Fall from a cliff (Diagonally)
47 > Fall from a cliff (Diagonally)
48 > Same as 29
49 > Same as 29
50 > Same as 29
51 > Same as 29
52 > Same as 29
53 > Same as 29
54 >
55 >
56 >
57 >
58 >
59 >
60 > Same as 00.
61 >
62 >
63 >
64 > Tall Grass
65 >
66 >
67 >
68 > Cactus (Hurts the player)
69 >
70 > Used for the desert dungeon entrance (use book of mudora)
71 >
72 > Animated Flowers
73 >
74 >
75 > Warps Tiles
76 > Fall from a cliff (Diagonally)
77 >
78 >
79 > Fall from a cliff (Diagonally)
80 > Grass Bush
81 > Grass Bush
82 > Small Rock Lvl 1(White)
83 > Small Rock Lvl 2 (Black)
84 > Signs (Can read these)
85 > Big Rocks Lvl 1 (White)
86 > Big Rocks Lvl 2 (Black)
87 > The rocks you can break by running with your boots on them
88 >
89 >
90 >
91 >

...

231 > Same as 00

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wiiqwertyuiop
Posted on 06-26-12 01:17 AM (rev. 2 of 06-26-12 01:23 AM) Link | Quote | ID: 151473


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ahh.. I made a typo in the first post... the IRC channel is on #zelconst on irc.esper.net not #zeldconst...

____________________


Go here for a list of things I released to the site.

Into Zelda (3) hacking or want to get into it? Join my forum! Link.

Nocturnesthesia
Posted on 07-12-12 06:47 AM Link | Quote | ID: 151583


Mini Octorok
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Glad to see there are still Zelda 3 hackers active, especially regarding BlackMagic. I have not even attempted HyruleMagic since I've read about how unkind it is to noobs.

I'm just curious if anyone has an opinion on HyruleMagic's sprite editor? I am starting work on a simple gfx hack using zcompress and YY-Chr, which is ok, but it is difficult to edit palettes without screwing up other random gfx. Is there a more efficient way to determine which sprites/tiles share palettes that I haven't learned yet? Or is it all trial and error?

MiniCompute
Posted on 07-12-12 01:02 PM (rev. 2 of 07-13-12 12:08 AM) Link | Quote | ID: 151585


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Posted by Nocturnesthesia
Glad to see there are still Zelda 3 hackers active, especially regarding BlackMagic. I have not even attempted HyruleMagic since I've read about how unkind it is to noobs.

I'm just curious if anyone has an opinion on HyruleMagic's sprite editor? I am starting work on a simple gfx hack using zcompress and YY-Chr, which is ok, but it is difficult to edit palettes without screwing up other random gfx. Is there a more efficient way to determine which sprites/tiles share palettes that I haven't learned yet? Or is it all trial and error?


Hmm, have you tried taking a save state from zsnes from zelda 3 and loading it into yy-chr ?

There are some palettes that will shared throughout the rom, on few examples is the ground, grass and some enemies.
From personal experience, the best way to learn is trial and error.
If you don't want to mess up project/files, make a copy of it and just use the other and experienment and mess with stuff.

Hyrule magic isn't that hard to learn at all, if you have used lunar magic for awhile it'll be easy for you to understand.
Now for the room part, thats a different story to tell later on, nightmare in a half really, trying to relink everything back up.

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